254,390 Commits over 3,990 Days - 2.66cph!
Fixed DLSS server compile errors
Merged DLSS/DLAA AMD crash fix into main
Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
tiger ledge attack reexport with no vertical movement
Merge from fast_debug_draw (expand character set)
Motion editor selection moving tweaks
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
Remove debug logs
Fix repeated connect/disconnect messages.
Load human character if player avatar has `PrefersHuman`
Copy bone scale from GameObject instead of internal bone
Can't use TryGetBoneTransform because it still holds the old transform (before gibbing)
Fixes: sbox-deathmatch/issues/129
- Better fix for tiger behaviour ping pong
- Further experimental changes to fsm declaration style
Make scrub bars into GraphicsItems instead of Widgets
Fix drawing pointers
Motion edit mode selection rewrite
https://files.facepunch.com/ziks/2025-02-18/sbox-dev_qA1VlvNMgf.mp4
tiger ledge attack rootmotion bone now aligns with the hip bone throughout the animation
- Updated the DLSS plugin to include a hardware support check.
- Added a script to the DLSS and DLAA options in the MenuUI.Options.Graphics prefab to disable them when DLSS ins't supported.
Fix the CloudBrowser infinite scrolling only working in List View.
reverting flashbang anim controller change
Re-organize scripts
Popover component, js
Button component
Fix Brix not being disposed properly
Add PlayFundService.UpdatePayments
AutoComplete component
User Select component
Org PaymentRules page
Add InputRange
Username takes a SteamId
Store/Restore Org.PaymentRules
Column footer support
Payment rules editor cleanup
- added asset folders
- added viewmodel blockout to viewmodel prefab
Added `ClothingContainer.PrefersHuman`. Switching to the human character on the Main Menu will toggle this option and save to your avatar.
Adding first pass chicken reaction animation
merge from flamejet_optimisation
Make sure to exclude flamethrowers from the FlameJet changes on
113874
Add some protection in GameManager.OnPlayerKilledPlayer so we can figure out what's invalid and why
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size
- Fix tiger going back and forth between slow sneak and fast sneak states
- Introduce shorthand notation for FSM transitions through logical operators overload
- Remove unused states
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map
- trigger bounds that cross theshold are represented in both
- only queries that cross theshold query both grids
- using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that
- increased cell size again, more granularity isn't needed now
More work on jungle ziggurat monument
Snip dodgy GetHashCode override, make sure inventory slots are rebuilt when contents change
Stop gluon fx, gauss chargeup on disabled not destroy
revert_sprinkler_amount -> main
Show progress (#/#) when downloading files in loading screen
GraphCompiler no longer throws error when multiple NodeErrors occur on the same node in Shadergraph
Replace GraphCompiler.NodeStack with GraphCompiler.InputStack to prevent Circular Reference detection when a node is being re-referenced through a different input.
fix server build (IndirectUtil)
fix server build (FastDebugDraw)
hopper, beehive 4k textures and materials
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
updated chicken coop deploy prefab
ghost_sprinklers_fix -> main
Removed explosive damage recursion causing an infinite loop
chicken coop LODs
coop hatch custom mesh collider
Tie sprinkler on/off state to consumption amount
Merge from fast_debug_draw